Running after Baby Mario was obnoxious and not fun. Nobody likes escort missions, because most of them are done shoddily. And that's basically what Yoshi's Island is. One big long escort mission.
That's like saying Sonic the Hedgehog is one big long escort mission where you're escorting rings.
I loved Yoshi's Island, and hated Yoshi's Island 2, Yoshi's Story, and passed on the new ones since they didn't look interesting.
I'm gonna say that's true of most people who like Yoshi's Island.
I loved Yoshi's Island so much I even got Tetris Attack, and wrecked all my friends.
Tetris Attack is a similarly amazing game. I was so good at it eventually all my friends and my parents didn't want to play me anymore.
Pokemon Puzzle league is just as good.
I never bothered with 100%ing more than the first world in YI, once you have that you can play a minigame forever and amass a ton of helper items (especially star refills).
YWW makes it a lot easier to get stuff in the level, for one each collectible type works by itself so you only need all the flowers for the secret level, all the wools for a new yoshi color and the stamp tokens to unlock more stamps instead of needing everything plus full HP at once to unlock a bonus level. Also it remembers what you picked up so it's far less tedious, only need to grab the items you missed when you play the level again.
The baby was an annoying mechanic, usually you'd grab it again immediately anyway and would only worry about instakill traps but the feeling of frantically chasing after a flying object like that certainly wasn't fun. YWW just has an old-fashioned health bar so you take a certain amount of damage and that's it. Also no regenerating health when below 10 hearts.
Still an interesting read, but you have some crappy tastes in games sometimes :3
Are you sure? I'd always thought Donkey Kong Country was the game that kicked off Rare's tendency to put percentages in everything.
Yahtzes larger issue is perfectionism getting in the way of fun, not the game getting in the way of it.
Hard to find secrets and the level percentages are added replayablity, not something YOU MUST DO before you can move onto the next level. Personally as a kid it never bothered me, I tried to get the highest I could and was happy if a got 100% on a level, but I only went back to unlock everything once I'd beaten the game and only did the move on once I got 100% every level on subsequent replays.
"The whole notion that it can be possible to not just beat a level, but also to beat it 'properly', is inherently inorganic. In the Super Mario World example it doesn't matter how you limp past the finish line, just that you pass it. That's organic, you set the basic task and let the players find their natural level. When you start bringing out a checklist and determining whether the goal has been reached the 'correct' way, that's when you're insisting that players toe the line, so you can squeeze them all into the same box. It's the precursor to the modern triple-A world of invisible walls, strictly linear paths, and the clamping down on creative thought and emergent gameplay. So basically, if you disagree, you're probably a communist."
But in a similar vein, didn't you praise 'Assassin's Creed: Brotherhood' in one of your Let's Drown Outs for the whole 'perfect synchronization' game mechanic when the previous two games let you approach the missions in the game in any manner you chose and from 'Brotherhood' on, you're expected to follow an exact path or you're repeatedly told that you failed even when you succeed? Yes, it makes sense for the story, but IMHO, I found it extremely annoying and intrusive.
I agree with you that gaming should have fewer restrictions, which is why I liked 'Assassin's Creed II' much more than 'Brotherhood' but I was just curious why you felt the mechanic in 'Brotherhood' was more agreeable than 'Yoshi's Island' or 'Woolly World'? Or has your opinion changed since then?